I am working on autonomous behaviors to present at the upcoming Narrative Summit. Here’s a video of some wiglet eye-gaze features I’ve been working on:
Check it out…
Hey wiggy peeps,
I was recently interviewed on the Versatilist Podcast, by Patrick O’Shea.
In this podcast, Patrick and I kick around lots of ideas on artificial life, artificial intelligence, and augmented reality. I describe my ongoing efforts to develop a kind of self-animated character that can thrive in our highly augmented future.
Our upcoming presence at Digital Hollywood is likely to be a pivotal moment for Wiggle Planet. For one thing: I’ll be speaking on a panel with the likes of Paul Zak, Garry Hare, Christophe Morin, and Brian Selzer. We’ll be pontificating on brains, “neuro-marketing”, storytelling, and augmented reality.
In addition to this panel, Team Wiglet (John Pathfinder Lester and Jackie Van Winkle) will be doing acrobatic guerrilla marketing, and adding splashes of color among the men with suits. Should be a barrel of fun.
Big execs with deep pockets will be making the rounds and looking for the next big thing. But we planetary wigglers do not expect to show up on their radar screens immediately. Hollywood is still very entrenched in the movie business and the cultural and intellectual zeitgeist that surrounds it. Consider these typical Digital Hollywood phrases: “Hollywood Brand Power: Strategic Concepts in Celebrity and creativity Across Platforms” and “Video Anytime Anywhere: Video Across Platforms – Television, Broadband and Mobile – Understanding the Value Proposition.”
We at Wiggle Planet, LLC have a soft, fuzzy-green sound to our music:
Human beings love life in all its forms; interacting with living things gives us great delight. This is one of the most powerful aspects of our connection to the natural world. Given that, we believe that our innovations in character animation technology, augmented reality, and artificial life are on the verge of bringing us something much more meaningful than what has ever been possible in films, games, and educational software.
Here’s the thing: everyone cares about climate change. Everyone knows that a deeper understanding of nature is a good value proposition for humanity (and business). Everyone cares about education, and many people now believe that school as an institution in America is crumbling at its foundation. We need to build new technology infrastructures that fuse learning, gaming, and socializing. And what better way to address these major seismic shifts than wacky wiggly characters that visit us from the invisible underworld via augmented reality?
And half-not joking. It sounds strange, I know. But I’m not known for doing things in a boring way. In all seriousness: we feel like we are in the middle of a convergence – where mobile technology, character animation, big data, and artificial intelligence can be pivoted around a growing interest in environmental awareness.
High Tech and Environmental Education: Strange Bedfellows?
If you happen to be in LA around October 19-22, we would love to see you at the conference. Stop by and we’ll buy you a coffee. We’ll rub shoulders with celebs (or at least pretend) … and generally make a wiggly racket.
Hans Moravec wrote a book in 1990 called Mind Children, about robots and the future of humans and artificial intelligence. I haven’t read the book, but I did read Moravec’s “Human Culture: A Genetic Takeover Underway“, which influenced me greatly. I included it as required reading for an Artificial Life class I taught at Tufts in the 90’s.
As we approach the singularity, it will become increasingly evident that Darwinian evolution will have minimal effect as technological evolution races forward at ever-increasing speeds, leaving human genetic evolution in the dust. In a way, you could say that human evolution is indeed happening right now at a very high rate (that is, if you replace the ancient agents of replication (genes) with the more nimble agents of replication (memes)…and the emergent manifestation of interacting memes: human culture – and technology.
…which leads me to why I used Moravec’s book title in the title of this blog post. Currently, children have more than good old-fashioned cartoon characters and plastic dolls to play with. Their toys are coming to life.
When you add augmented reality with artificial intelligence, a new kind of animated personality begins to emerge.
Real and imaginary are about to enter into a future dance in which they will whirl at such a velocity that we may have a hard time telling them apart.
But what are the consequences of animated characters that become more “alive” than ever before? Children are more prone to failing the Turing Test. So…will more realistic AI characters confuse their developing theories of mind?
Some argue that this is mostly positive; it simply fuels a child’s imagination, which already naturally blends real and imaginary as a matter of course.
The picture below is from an article titled: Neuroscientists identify brain mechanisms that predict generosity in children.
This kind of research is being used by some toy manufacturers and game designers to teach kids social skills.
Let me just state an opinion, for the record:
If you want kids to learn how to socialize, there is no substitute for playing with REAL kids.
(A possible exception may be autistic kids who need tools to give them some non-face time to give them some training for the real thing.)
Now, why would I state that kids need to play with each other to learn to socialize, while at the same time eagerly developing self-animated characters in augmented reality?
I believe the key is in the intent.
The way we must bravely enter into our technological future and to prepare that future for our children is to keep a clear distinction between real and imaginary – to stay on top of the game, as it were. And to give kids the tools to enhance their imaginations – while not distorting their sense of reality. This may become a challenge as screen-time and face-time blur with ever convincing digitally-enhanced experiences. But it is important to keep in mind.
We need to keep the problem of “robot morality” in the same bucket as age-old problems of how kids react sympathetically to cartoon characters.
That’s my opinion. What’s yours?
Many of you readers are already familiar with the uncanny valley. If not, let me show you some pictures to set the mood.
The two images at the top (Homer Simpson, and the head by sculptor Ronald Mueck) were made with full awareness of the uncanny valley effect. Since the time I first wrote about this subject over ten years ago, I have witnessed a whole aesthetic emerge that intentionally plays on the phenomenon. It has become its own meme.
But creepiness is not necessarily what was intended in some of these unsettling images.
Often, the creep-factor results from an attempt to make something extremely realistic – like a humanoid robot or a realistic computer-generated human. Besides the Wikipedia page, I’d suggest taking a look at some of my previous thoughts on the subject: (Uncanny Charlie, and The Uncanny Valley of Expression).
Okay, now…on to the subject at hand:
Consider augmented reality, a technology that is still searching for deeper meanings other than…
As augmented reality demos get slicker, smoother, and more realistic, they have the danger of creeping closer to the uncanny valley. Why?
The fetish-like obsession with realism that has plagued so much of computer graphics throughout its history.
Now consider this video by Magic Leap.
It’s magical. But if you ask me – it’s also kind of unsettling.
To be sure: if a gravity-defying micro-elephant were to appear between my hands – THIS VIDEO SHOWS EXACTLY WHAT IT WOULD LOOK LIKE. But…why would a gravity-defying micro-elephant appear between my hands? I have no good answer other than…
But I’ll just leave it at that. Google pumped half a billion into Magic Leap, and they are talking about making educational apps (but aren’t we all anyway). So…hopefully, they are not just high on a newfound ability to trick the eye like never before, and actually have some non-geeky aspirations.
In a previous blog post, I put forth a general theory of the uncanny valley, describing it as:
“the phenomenon that occurs when incompatible levels of realism are juxtaposed in a single viewing experience. So for instance, an animated film in which the character motions are realistic – but their faces are abstract – can be creepy. How about a computer animation in which the rendering is super-realistic, but the motions are stiff and artificial? Creepola. A cartoon character where one aspect is stylized and other aspects are realistic looks…not right.”
I always like to bring up Scott McCloud regarding the language of abstraction, and how it can be used to leave room for the imagination to fill in the blanks. Abstraction (and cartoonification) can be used as an antidote to the uncanny valley. This might be why Polar Express tends to get more uncanny bad marks than Who Framed Roger Rabbit.
How Augmented Reality Isn’t “Real” Enough
Kevin Slavin makes a compelling argument in this video on how augmented reality is approaching the precipice of the Valley (it’s 27 minutes long, but if you are interested in this topic, give it a watch).
Aversion to the uncanny valley is why I choose to use cartoony characters in augmented reality, as shown in the video at right, in which Peanut Boy thanks our Kickstarter backers for funding our augmented reality book.
Averting an Uncanny Future
From one perspective, humanity seems to have an unending appetite for blending the virtual and the real, and for pushing the realism of virtual reality. If this is the case, the uncanny valley will be with us for a long time – perhaps forever (because our ability to discern real from fake improves along with the moving target).
But there is another possible future: keeping nature and artifice separate, both in terms of achieving a healthy, truthful relationship with nature, and in terms of art, media, and technology-enhanced work and play. It’s important, in my opinion, to keep reminding ourselves that the goal in life is not to live inside of a hallucination.